Added zones 354 and 355

This commit is contained in:
Rumble 2014-02-27 19:09:16 -06:00
parent 20a88c09b9
commit 49e4660733
15 changed files with 7985 additions and 0 deletions

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#21101
Sibyl SibylTarot reader~
Sibyl~
Sibyl caresses a deck of tarot cards with wrinkled hands.
~
She is an old woman with many lines on her good-natured face. Darkly rimmed
eyes peer out from under the black, filmy head scarf, lined with gold coins,
that drapes to cover much of her black dress.
~
262154 0 0 0 0 0 0 0 0 E
30 20 10 1d1+0 1d1+0
0 0
8 8 2
E
T 21101
T 21104
T 21105
T 21108
#21102
Esmerelda EsmereldaTarot reader~
Esmerelda~
Esmerelda lovingly caresses a deck of tarot cards.
~
She is a tall, dark gypsy, dressed in brightly colored skirt and short bolero
over a puffy, white blouse. Her curly dark hair almost covers the huge golden
hoops in her ears.
~
262154 0 0 0 0 0 0 0 0 E
30 20 10 1d1+0 1d1+0
0 0
8 8 2
E
T 21101
T 21104
T 21105
T 21108
#21103
Jaelle JaelleTarot reader~
Jaelle~
Jaelle endlessly shuffles and reshuffles a deck of tarot cards.
~
She is wearing a long, white, shortsleeved dress with a bright scarf wrapped
angled around her waist, held in place by a black corset. Another scarf of the
same material is tied around her head over cascading blonde curls.
~
262154 0 0 0 0 0 0 0 0 E
30 20 10 1d1+0 1d1+0
0 0
8 8 2
E
T 21101
T 21104
T 21105
T 21108
#21104
Ana receptionist AnaTarot~
Ana~
A receptionist juggles appointments.
~
Ana sits calmly behind a desk, juggling appointments with ease. She wears
a white shirt with puffed sleeves, a long wide skirt of many colors and a bright
bandanna. Large gold hoops dangle from her ears.
~
262154 0 0 0 0 0 0 0 0 E
30 20 10 1d1+0 1d1+0
0 0
8 8 2
E
T 21106
T 21107
T 21108
$

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#65400
graffiti wall south~
graffiti~
Some graffiti is scrawled on the wall to the south.~
~
13 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0
0 0 0 0 0
E
graffiti wall south~
This subdivision was built to use with the TBA housing code since the code
needs rooms that have already been created. It's a very simple plan with 38
houses, meant to simplify the placing of houses. Feel free to make any changes.
Look map for a better idea of the layout.
If you want to use this subdivision but need more than 38 houses, First and
Second Streets can be continued to the east by changing the room names and some
of the exit descriptions. First and Second Avenue would need to be changed to
Third and Fourth Avenue.
If you need more space, you might want to change #3 and #8 Second Street to
continue the Avenues southward and change #3 and #8 First Street of the new
section to match. Of course, First and Second Street would become Third and
Fourth Streets.
Sorry for any errors. Please wash this wall with zedit.
Hugs,
Parnassus for TBAmud
December 12, 2013
~
#65402
keychain subdivision~
a plain keychain~
Someone left a keychain lying here.~
~
8 a 0 0 0 ao 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0 0
T 65400
E
keychain subdivision~
This keychain, when held in a room away from the subdivision, will bring
you to the subdivision intersection of First Street and First Avenue to make
it easier to find your way home. If you hold it again, anywhere in the
subdivision, it will take you back to where you came from.
~
#65407
keychain subdivision~
a plain keychain~
Someone left a keychain lying here.~
~
8 a 0 0 0 ao 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0 0
T 65400
E
keychain subdivision~
This keychain, when held in a room away from the subdivision, will bring
you to the subdivision intersection of First Street and Second Avenue to
make it easier to find your way home. If you hold it again, anywhere in the
subdivision, it will take you back to where you came from.
~
#65412
keychain subdivision~
a plain keychain~
Someone left a keychain lying here.~
~
8 a 0 0 0 ao 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0 0
T 65400
E
keychain subdivision~
This keychain, when held in a room away from the subdivision, will bring
you to the subdivision intersection of Second Street and First Avenue to
make it easier to find your way home. If you hold it again, anywhere in the
subdivision, it will take you back to where you came from.
~
#65417
keychain subdivision~
a plain keychain~
Someone left a keychain lying here.~
~
8 a 0 0 0 ao 0 0 0 0 0 0 0
0 0 0 0
1 1 0 0 0
T 65400
E
keychain subdivision~
This keychain, when held in a room away from the subdivision, will bring
you to the subdivision intersection of Second Street and Second Avenue to
make it easier to find your way home. If you hold it again, anywhere in the
subdivision, it will take you back to where you came from.
~
$~

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#21100
Test~
0 g 100
~
%echo% This trigger commandlist is not complete!
~
#21101
Load Cards~
0 d 100
*~
set zone 211
set start %self.room.vnum%
eval room %self.room.vnum% + 1
switch %speech.car%
case shuffle
if %self.varexists(Cards_Dealt)%
%echo% n The voice is in your mind again.
%echo% c 'I'm sorry, the cards seem to be already laid out.' n
halt
else
set deck 78
set layout 10
global deck
global layout
set var %zone%01
emote shuffles the cards.
%echo% n %self.name% seems to speak directly to your mind.
%echo% c 'Keep shuffling until you feel the deck understands your question. n
%echo% c When you're ready, say DEAL.' n
set Deck_Shuffled 1
global Deck_Shuffled
while %var% < %zone%79
set %var% 1
remote %var% %self.id%
eval var %var% + 1
done
halt
end
end
case deal
if !%self.varexists(Deck_Shuffled)%
%echo% n The voice is in your mind again.
%echo% c 'The cards don't seem to understand your question yet. Have you n
%echo% c SHUFFLEd?' n
halt
elseif %self.varexists(Cards_Dealt)%
%echo% n The voice is in your mind again. n
%echo% c 'I'm sorry, the cards seem to be already laid out.' n
halt
else
emote starts to lay out the cards.
%echo% n The voice seems to surround you now.
%echo% c 'When you're ready, please go up to start your reading. Once you n
%echo% c start, you won't be able to come back. Of course, you can always n
%echo% c come back for another reading. n
wait 2 sec
%echo% c At each room, LOOK CARD to see the meaning. Reverse means n
%echo% c that the card laid out upsidedown which changes the meaning. n
%echo% c Don't worry about it. The card will show the reversed meaning. n
%echo% c The room name will explain what the placement of the card means.' n
wait 1 sec
%door% %self.room.vnum% up flags a
emote opens the door to the stairway.
while %layout%
set zonebase %zone%00
eval card %random.78% + %zonebase%
eval temp %%self.varexists(%card%)%%
eval hascard %temp%
if %hascard%
mgoto %room%
set rand %random.2%
if %rand% == 1
%load% obj %zone%99
end
%load% obj %card%
mgoto %start%
rdelete %card% %self.id%
eval deck %deck% - 1
eval layout %layout% - 1
eval room %room% + 1
global deck
global layout
set Cards_Dealt 1
global Cards_Dealt
else
end
done
halt
break
default
break
end
~
#21102
Look Card~
2 c 100
*~
* Parnassus' Special Anti-Freeze Formula
if %cmd.mudcommand% == nohassle
return 0
halt
end
*
set zone 211
if %self.vnum% > %zone%10 && %self.vnum% < %zone%24
* if %self.vnum% > %zone%00 && %self.vnum% < %zone%24
set cmdroom %zone%20
elseif %self.vnum% > %zone%30 && %self.vnum% < %zone%44
set cmdroom %zone%40
elseif %self.vnum% > %zone%45 && %self.vnum% < %zone%64
set cmdroom %zone%60
else
return 0
halt
end
if %cmd.mudcommand% == look || %cmd.mudcommand% == examine
* Look Trigger Written by Fizban - June 06 2013
* This trigger changes the meaning of the card for reverse.
* If there is no argument, just look.
if !%arg%
return 0
halt
else
* The ~ anchors the comparison to the front of the word.
* rd /= card but ~rd is not a part of ~card while ~c is.
set arg ~%arg%
if ~card /= %arg%
* Check for the reverser. If it is in the room, give
* one meaning. If it is not, give the other.
eval rev %%findobj.%self.vnum%(%zone%99)%%
if %rev% < 1
%echo% Reverser is not here.
%force% %actor% look card
else
%force% %actor% look reverse
%echo% Reverser is here.
end
else
return 0
end
end
elseif %cmd.mudcommand% == quit || %cmd.mudcommand% == afk
%send% %actor% Because you have decided to %cmd.mudcommand%, you cannot finish the reading.
%echoaround% %actor% %actor.name% has to leave the reading now.
wait 1 sec
%send% %actor% You are magically sent to the end of the reading.
%echoaround% %actor% %actor.name% is whisked away in a puff of smoke.
wait 1 sec
%teleport% %actor% %cmdroom%
wait 1 sec
%at% %cmdroom% %force% %actor% down
wait 1 sec
%at% %actor% %force% %actor% %cmd%
wait 1 sec
halt
elseif %cmd% == return || %cmd% == recall
%send% %actor% Because you have decided to %cmd%, you cannot finish the reading.
%echoaround% %actor% %actor.name% has to leave the reading now.
wait 1 sec
%send% %actor% You are magically sent to the end of the reading.
%echoaround% %actor% %actor.name% is whisked away in a puff of smoke.
wait 1 sec
%teleport% %actor% %cmdroom%
wait 1 sec
%at% %cmdroom% %force% %actor% down
wait 1 sec
%at% %actor% %force% %actor% %cmd%
wait 1 sec
halt
else
return 0
end
~
#21103
Clear the Cards - r21120, r21140, r21160~
2 q 100
~
* Clears cards from the reading and reader marker
* when player finishes the reading.
if %direction% == down
wait 2 sec
%purge%
set room %self.vnum%
eval purgeroom %room% - 9
while %purgeroom% < %self.vnum%
%at% %purgeroom% %purge%
eval purgeroom %purgeroom% + 1
done
eval purgeroom %purgeroom% + 5
%at% %purgeroom% %purge%
end
~
#21104
Reset the Fortuneteller~
0 q 100
~
* Clears the fortune-teller for the next player.
* Closes the doors coming back to make it easier to see the path while
* keeping the possibility of checking past cards.
if %direction% == up
* set deck 78
set layout 10
* global deck
global layout
rdelete Deck_Shuffled %self.id%
rdelete Cards_Dealt %self.id%
rdelete tarot_reading_started %self.id%
if %self.room.vnum% == 21110 || %self.room.vnum% == 21130 || %self.room.vnum% == 21150
%door% %self.room.vnum% up flags abc
eval cardroom %self.room.vnum% + 2
%door% %cardroom% down flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% north flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% south flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% west flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% north flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% west flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% south flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% south flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% south flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% east flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% south flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% west flags ab
eval cardroom %cardroom% + 1
%door% %cardroom% north flags ab
end
end
~
#21105
Dealer Greets~
0 h 100
~
wait 2 sec
%echo% n The voice of %self.name% seems to fill your head.
%echo% c 'Ahh, you have something on your mind? Let us see what the n
%echo% c cards have to say. Unfortunately, you cannot hold or shuffle n
%echo% c my cards, but concentrate on your question and say shuffle. n
%echo% c When you feel that the cards know your question, say deal and n
%echo% c I shall lay out the cards for you to examine. n
wait 3 sec
%echo% c Usually I would interpret the cards for you, but that is n
%echo% c forbidden me in this space and time. All I am allowed is to n
%echo% c show you the cards and you must decide their meanings in your n
%echo% c own mind. Move from card to card. Each space and each card n
%echo% c will explain itself to you. 'LOOK CARD' in each room to see n
%echo% c the explanation. These are very simplified meanings so they n
%echo% c are very general. n
wait 3 sec
%echo% c Remember, this is just a game and should not be taken n
%echo% c seriously any more than you would run your life by newspaper n
%echo% c horoscopes or slips of paper from fortune-cookies. n
wait 2 sec
%echo% c When you're ready, start by saying SHUFFLE.' n
~
#21106
Receptionist juggles appointments - M21104~
0 d 100
*~
set zone 211
* set findobj 0
* Checks for available readers
* Kicks out people that are afk, etc
if %self.room.vnum% != %zone%02
emote looks around in confusion.
say I'm sorry. I have to get to my office.
emote leaves.
eval findmob %%findmob.%zone%02(%self.vnum%)%%
if %findmob% > 0
%purge% %self%
else
mgoto %zone%02
halt
end
end
if %actor% == %self%
halt
end
* Check to see if someone is already trying to get an appointment.
if %self.has_item(%zone%98)% && !%actor.varexists(Making_Tarot_Appointment_%zone%)%
say I'm sorry, %actor.name%. I'm speaking with someone else right now.
halt
end
* This loop goes through the entire string of words the actor says. .car is the
* word and .cdr is the remaining string.
eval word %speech.car%
eval rest %speech.cdr%
while %word%
* %echo% Word: %word%
* %echo% rest: %rest%
switch %word%
* Appointment starts the conversation.
* Objxxx98 keeps trigger from reacting to other conversations.
* if %actor.is_pc% &&
case appointment
if !%self.has_item(%zone%98)%
%load% o %zone%98
set Making_Tarot_Appointment_%zone% 1
remote Making_Tarot_Appointment_%zone% %actor.id%
say Let me just see if any of our consultants have an opening.
say Say restart at any time to leave or start over.
%echo% She consults an appointment book.
wait 2 seconds
set available 0
set readerno 0
set unreaderno 0
eval temp %%findobj.%zone%25(card)%%
eval findobjsibyl %temp%
if %findobjsibyl% < 1
eval available %available% + 1
eval readerno %readerno% + 1
set reader%readerno% Sibyl
else
eval unreaderno %unreaderno% + 1
set unreader%unreaderno% Sibyl
end
eval temp %%findobj.%zone%45(card)%%
eval findobjesmerelda %temp%
if %findobjesmerelda% < 1
eval available %available% + 1
eval readerno %readerno% + 1
set reader%readerno% Esmerelda
else
eval unreaderno %unreaderno% + 1
set unreader%unreaderno% Esmerelda
end
eval temp %%findobj.%zone%65(card)%%
eval findobjjaelle %temp%
if %findobjjaelle% < 1
eval available %available% + 1
eval readerno %readerno% + 1
set reader%readerno% Jaelle
else
eval unreaderno %unreaderno% + 1
set unreader%unreaderno% Jaelle
end
if %available% == 0
say Sorry, Sibyl, Esmerelda and Jaelle all seem to be with clients right now.
say Please try again later.
rdelete Making_Tarot_Appointment_%zone% %actor.id%
halt
end
if %available% == 1
say %unreader1% and %unreader2% are with clients but %reader1% is available.
say Say %reader1% if you want to see her.
set Choosing_Tarot_Reader_%zone% 1
remote Choosing_Tarot_Reader_%zone% %actor.id%
halt
end
if %available% == 2
say %unreader1% is with a client but %reader1% and %reader2% are available.
say Say %reader1% or %reader2% to see her.
set Choosing_Tarot_Reader_%zone% 1
remote Choosing_Tarot_Reader_%zone% %actor.id%
halt
end
if %available% == 3
say %reader1%, %reader2% and %reader3% are all available right now.
say Say %reader1%, %reader2% or %reader3% to see her.
set Choosing_Tarot_Reader_%zone% 1
remote Choosing_Tarot_Reader_%zone% %actor.id%
halt
end
end
break
case Sibyl
if %actor.varexists(Choosing_Tarot_Reader_%zone%)%
eval findobj %%findobj.%zone%25(card)%%
if %findobj% < 1
say Sibyl is ready to see you now.
%door% %zone%02 north flags a
wait 1 sec
%force% %actor% north
%door% %zone%02 north flags abc
rdelete Making_Tarot_Appointment_%zone% %actor.id%
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
mgoto %zone%99
%purge% quill
mgoto %zone%25
%load% obj %zone%49
mgoto %zone%02
else
Say I'm sorry. Sibyl is with another client right now.
say Please choose one of the available readers.
end
end
break
case Esmerelda
if %actor.varexists(Choosing_Tarot_Reader_%zone%)%
eval findobj %%findobj.%zone%45(card)%%
if %findobj% < 1
say Esmerelda is ready to see you now.
%door% %zone%02 west flags a
wait 1 sec
%force% %actor% w
%door% %zone%02 west flags abc
rdelete Making_Tarot_Appointment_%zone% %actor.id%
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
mgoto %zone%99
%purge% quill
mgoto %zone%45
%load% obj %zone%52
mgoto %zone%02
else
Say I'm sorry. Esmerelda is with another client right now.
say Please choose one of the available readers.
end
end
break
case Jaelle
if %actor.varexists(Choosing_Tarot_Reader_%zone%)%
eval findobj %%findobj.%zone%65(card)%%
if %findobj% < 1
say Jaelle is ready to see you now.
%door% %zone%02 east flags a
wait 1 sec
%force% %actor% e
%door% %zone%02 east flags abc
rdelete Making_Tarot_Appointment_%zone% %actor.id%
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
mgoto %zone%99
%purge% quill
mgoto %zone%65
%load% obj %zone%50
mgoto %zone%02
else
Say I'm sorry. Jaelle is with another client right now.
say Please choose one of the available readers.
end
end
break
case Restart
if %actor.varexists(Making_Tarot_Appointment_%zone%)%
rdelete Making_Tarot_Appointment_%zone% %actor.id%
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
mgoto %zone%99
%purge% quill
mgoto %zone%02
emote puts down the appointment book.
end
break
default
break
done
* End of the loop we need to take the next word in the string and save the
* remainder for the next pass.
eval word %rest.car%
eval rest %rest.cdr%
done
~
#21107
Tarot Receptionist greets - M21104~
0 h 100
*~
if %direction% == south
emote looks up from her appointment book.
say Would you like to make an appointment with one of our readers?
say Before we start, make sure you have enough time to finish your reading.
say Please do not go afk or leave the game before you finish the reading.
say If you are sure, just say appointment.
else if %direction% == up
smile %actor%
say I hope you enjoyed your reading. Please, come again soon.
say Of course, if you want another appointment now, say appointment.
end
~
#21108
Leaving Tarot~
0 c 100
*~
* For mobs to clear reading from players blocking by starting and leaving.
* Should be adjusted to your muds commands.
* Parnassus' Special Anti-Freeze Formula
if %cmd.mudcommand% == nohassle
return 0
halt
end
*
set zone 211
if %cmd.mudcommand% == quit || %cmd.mudcommand% == afk
if %self.vnum% == %zone%04 && %actor.varexists(Making_Tarot_Appointment_%zone%)%
say I'm sorry but I won't be able to give you an appointment right now.
say Please come back when you have more time available.
rdelete Making_Tarot_Appointment_%zone% %actor.id%
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
mgoto %zone%99
%purge% quill
mgoto %zone%02
wait 1 sec
emote puts down the appointment book.
wait 1 sec
%force% %actor% %cmd.mudcommand%
wait 1 sec
halt
elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03
set office %self.room.vnum%
eval endroom %office% + 10
%echo% n %self.name%'s voice sounds reproachfully in your head.
%echo% c 'You don't seem to have time for this right now. n
%echo% c Please come back when you have more time.' n
wait 1 sec
%echo% %self.name% waves her hand and you find yourself outside.
wait 1 sec
%teleport% %actor% %zone%01
mgoto %endroom%
down
mgoto %office%
wait 1 sec
%force% %actor% look
%force% %actor% %cmd.mudcommand%
rdelete Deck_Shuffled %self.id%
rdelete Cards_Dealt %self.id%
rdelete tarot_reading_started %self.id%
halt
else
return 0
halt
end
elseif %cmd% == return || %cmd% == recall || %cmd% == teleport || %cmd.mudcommand% == goto
if %self.vnum% == %zone%04 && %actor.varexists(Making_Tarot_Appointment_%zone%)%
say I'm sorry but I won't be able to give you an appointment right now.
say Please come back when you have more time available.
rdelete Making_Tarot_Appointment_%zone% %actor.id%
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
mgoto %zone%99
%purge% quill
mgoto %zone%02
%send% %actor% n
emote puts down the appointment book.
%send% %actor% n
return 0
halt
elseif %self.vnum% == %zone%01 || %self.vnum% == %zone%02 || %self.vnum% == %zone%03
set office %self.room.vnum%
eval endroom %office% + 10
%echo% n %self.name%'s voice sounds reproachfully in your head.
%echo% c 'You don't seem to have time for this right now. n
%echo% c Please come back when you have more time.' n
%send% %actor% n
%teleport% %actor% %zone%01
return 0
%send% %actor% n
mgoto %endroom%
down
mgoto %office%
rdelete Deck_Shuffled %self.id%
rdelete Cards_Dealt %self.id%
rdelete tarot_reading_started %self.id%
halt
else
return 0
halt
end
elseif %cmd.mudcommand% == south
if %self.vnum% == %zone%04 && %actor.varexists(Making_Tarot_Appointment_%zone%)%
say I'm sorry but I won't be able to give you an appointment right now.
say Please come back when you have more time available.
rdelete Making_Tarot_Appointment_%zone% %actor.id%
rdelete Choosing_Tarot_Reader_%zone% %actor.id%
mgoto %zone%99
%purge% quill
mgoto %zone%02
wait 1 sec
emote puts down the appointment book.
wait 1 sec
%force% %actor% %cmd%
halt
else
return 0
halt
end
else
return 0
end
~
#21109
Timer for obj 21198~
1 f 100
~
* Timer on obj 21198 is set to 10 minutes. This is adjustable.
* Since 21198 stops any appointments while talking to one person
* this keeps any person from blocking the zone until reboot.
set zone 211
set actor %self.carried_by%
if %actor.vnum% == %zone%04
%echo% %actor.name% says, 'I've been waiting too long for this appointment.'
%echo% %actor.name% puts down the appointment book.
%purge% %self%
else
set actor %self.carried_by.name%
%force% %actor% say I seem to have stolen someone's pen.
%echoaround% %actor% The nib of the pen pokes %actor%.
%send% %actor% The nib of the pen pokes you.
%damage% %actor% 5
%echoaround% %actor% %actor.name% shakes %actor.hisher% hand in pain and drops a pen which rolls away.
%send% %actor% You drop a pen which rolls away somewhere.
%purge% %self%
end
~
#21110
Reload glass and bread - obj 21180 and 21182~
1 c 100
*~
* This trigger is to keep the waiting room supplied with food and drink.
* Because of the auto-regenerative qualities, it also cancels out any
* sac benefits to prevent spam-saccing for gold or exp.
* Parnassus' Special Anti-Freeze Formula
if %cmd.mudcommand% == nohassle
return 0
halt
end
*
set zone 211
if get == %cmd.mudcommand% || sacrifice == %cmd.mudcommand%
if %self.room.vnum% == %zone%02
set testernumber 2
else
set testernumber 1
end
set arg _%arg%
eval inroom %self.room%
eval obj %inroom.contents%
* find the first object in the room
while %obj%
set next_obj %obj.next_in_list%
set objlist %obj.name%
set keywordlist _%obj.name.car%
set keywordrest _%obj.name.cdr%
while %keywordlist%
* while an object is in the room
if %keywordlist.contains(%arg%)%
if %obj.id% == %self.id%
if get == %cmd.mudcommand%
%force% %actor% %cmd.mudcommand% %obj.name.car%
elseif sacrifice == %cmd.mudcommand%
%send% %actor% You carefully dispose of %obj.shortdesc%.
%echoaround% %actor% %actor.name% carefully disposes of %obj.shortdesc%.
set me %self.vnum%
eval temp %%findobj.%zone%02(%me%)%%
eval tester %temp%
if %self.room.vnum% == %zone%02
set testernumber 2
else
set testernumber 1
end
if %tester% < %testernumber%
%at% %zone%02 %load% obj %self.vnum%
end
%purge% %self%
end
set me %self.vnum%
eval temp %%findobj.%zone%02(%me%)%%
eval tester %temp%
if %tester% < %testernumber%
%at% %zone%02 %load% obj %self.vnum%
end
halt
end
end
set keywordlist %keywordrest.car%
set keywordrest %keywordrest.cdr%
done
* find the next object for the while to loop
set obj %next_obj%
done
return 0
halt
else
return 0
halt
end
~
$~

249
lib/world/trg/653.trg Normal file
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#65302
Running the Elevator~
2 c 100
*~
* Written December 22, 2014 by Parnassus for TBAmud
* Thanks to Fizban for writing an Elevator trigger, and Rumble for posting it as
* a Trigger of the day, which made me decide that my Housing project
* apartment really needed an elevator.
* Thanks to Axanon for letting me look at his really nice elevator triggers.
* Be prepared for errors, use at your own risk.
* Any errors are mine, any people named in this trigger are blameless!
*
* Parnassus' Special Anti-Freeze Formula
if %cmd.mudcommand% == nohassle
return 0
halt
end
*
* Variable assignments: make changes here.
* Thanks to Krell for helping me work out this format which is especially
* good for a stand-alone trigger!
* adjust zone number
* set maxfl to the highest floor number. To make a penthouse, make adjustments
* similar to the Ground floor here. If you add more than 20 floors, switch to the
* commented line using CURFL instead of the one using ORDINAL .
* add additional floors along with %zone% and room number of the linking room.
* (Also add mention of button and display in the linking room. Set up door to the
* elevator, flagged as 2 - Pickproof door.)
set zone 653
set maxfl 4
set totfl 5
set Elevat %zone%99
set Floor0 %zone%98
set Floor1 %zone%06
set Floor2 %zone%14
set Floor3 %zone%22
set Floor4 %zone%30
* Which side of the elevator is the door on?
set elevdoor north
* Which side of the room is the elevator on?
set roomdoor south
** Thanks to Thomas for the formula that makes this part work.
eval temp %%Elevat.%elevdoor%(vnum)%%
eval eleroom %temp%
if %eleroom% == %Floor1%
set CurFl 1
set Curex %Floor1%
elseif %eleroom% == %Floor2%
set CurFl 2
set Curex %Floor2%
elseif %eleroom% == %Floor3%
set CurFl 3
set Curex %Floor3%
elseif %eleroom% == %Floor4%
set CurFl 4
set Curex %Floor4%
elseif %eleroom% == %Floor0%
set CurFl 0
set Curex %Floor0%
end
if %cmd% == push
if %arg% == g || %arg% >= 1 && %arg% <= %maxfl%
if %self.vnum% != %Elevat%
%send% %actor% You don't see that here.
halt
else
** Thanks to Kyle for figuring out how to make this part work.
eval text %%self.%elevdoor%(bits)%%
if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)%
%send% %actor% The elevator is already in motion. Please be patient.
halt
end
end
if %arg% == g
set %arg% 0
set targfl 0
set Tarex %Floor0%
elseif %arg% == 1
set Tarex %Floor1%
set targfl 1
elseif %arg% == 2
set Tarex %Floor2%
set targfl 2
elseif %arg% == 3
set Tarex %Floor3%
set targfl 3
elseif %arg% == 4
set Tarex %Floor4%
set targfl 4
end
elseif %arg% == button
if %self.vnum% == %Elevat%
%send% %actor% Which button?
halt
else
eval text %%self.%roomdoor%(bits)%%
if !%text.contains(CLOSED)%
%send% %actor% The elevator is already here.
halt
elseif %text.contains(LOCKED)% && !%text.contains(PICKPROOF)%
%send% %actor% The elevator is already in use. Please wait and try again.
halt
end
end
else
%send% %actor% You don't see that here.
halt
end
if %self.vnum% == %Floor0%
set Tarex %Floor0%
set targfl 0
elseif %self.vnum% == %Floor1%
set Tarex %Floor1%
set targfl 1
elseif %self.vnum% == %Floor2%
set Tarex %Floor2%
set targfl 2
elseif %self.vnum% == %Floor3%
set Tarex %Floor3%
set targfl 3
elseif %self.vnum% == %Floor4%
set Tarex %Floor4%
set targfl 4
end
if %targfl% == g
set dir down
eval length %Curfl%
elseif %targfl% > %Curfl%
set dir up
eval length %targfl% - %Curfl%
elseif %targfl% < %Curfl%
set dir down
eval length %Curfl% - %targfl%
else
set dir nowhere
set length 0
end
%at% %Elevat% %echo% The elevator doors slide shut.
%at% %Curex% %echo% The elevator doors slide shut.
wait 5
set echofl 0
while %echofl% < %totfl%
eval temp %%Floor%echofl%%%
%at% %temp% %echo% The elevator doors start to vibrate.
%door% %temp% %roomdoor% flags abc
eval echofl %echofl% + 1
done
if %length% > 0
set origlen %length%
%door% %Curex% %roomdoor% flags abc
%door% %Elevat% %elevdoor% purge
%door% %Elevat% %elevdoor% room %Elevat%
%door% %Elevat% %elevdoor% flags abc
%at% %Elevat% %echo% The elevator g*l u r c h e s* n
%at% %Elevat% %echo% n G*l u r c h e s* n
%at% %Elevat% %echo% n g*l u r c h e s* n %dir%wards.
end
while %length%
if %dir% == up
eval Curfl %Curfl% + 1
elseif %dir% == down
eval Curfl %Curfl% -1
end
if %Curfl% == 0
set ordinal ground
elseif %Curfl% == 1
set ordinal 1st
elseif %Curfl% == 2
set ordinal 2nd
elseif %Curfl% == 3
set ordinal 3rd
elseif %Curfl% > 3
set ordinal %Curfl%th
end
wait 15
%at% %Elevat% %echo% g *DING!* n
%at% %Elevat% %echo% You have reached the %ordinal% floor.
* It's easier to use the following line if you have over 20 floors (instead of the 21th floor)
* %at% %Elevat% %echo% You have reached floor %Curfl%.
wait 5
eval length %length% - 1
if %CurFl% > %maxfl%
%echo% r Something seems to be wrong with the elevator. n
%echo% r Please try again and if there's still a problem, n
%echo% r please report this to admin. n
set length 0
end
done
if %origlen% > 0
wait 2
%at% %Elevat% %echo% nThe elevator y*s h u d d e r s* n
%at% %Elevat% %echo% n Y*s h u d d e r s* n
%at% %Elevat% %echo% n y*s h u d d e r s* n to a halt.
end
wait 2
set echofl 0
while %echofl% < %totfl%
eval temp %%Floor%echofl%%%
%at% %temp% %echo% The elevator doors stop vibrating.
wait 3
%door% %temp% %roomdoor% flags abcd
eval echofl %echofl% + 1
done
wait 1
%at% %targfl% %echo% g *DING!* n
wait 3
%door% %Tarex% %roomdoor% room %Elevat%
%door% %Tarex% %roomdoor% flags a
%door% %Elevat% %elevdoor% purge
%door% %Elevat% %elevdoor% room %Tarex%
%at% %Elevat% %echo% The doors slide open.
%at% %Tarex% %echo% The elevator doors slide open.
wait 3
%door% %Elevat% %elevdoor% flags a
elseif %cmd.mudcommand% == look
if !%arg%
return 0
halt
elseif %arg% == display
if %self.vnum% != %Elevat%
eval text %%self.%roomdoor%(bits)%%
if !%text.contains(CLOSED)%
%send% %actor% The elevator is already here.
halt
end
else
eval text %%self.%elevdoor%(bits)%%
end
if %text.contains(LOCKED)% && !%text.contains(PICKPROOF)%
%send% %actor% Numbers flash across the display. The elevator is on the move.
halt
end
if %Curfl% == 0
set displaymsg the ground floor
else
set displaymsg floor %Curfl%
end
%send% %actor% The elevator is on %displaymsg%.
halt
* if look is not noarg or display
else
return 0
end
* if command is anything except look or push
else
return 0
end
~
$~

44
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#65400
Keychain takes you to Housing~
1 j 1
~
* Thanks to bakarus for suggesting the return, to Vatiken
* for helping him with it and to Rumble for adding it to
* trigger 176 where I could copy it.
* http://www.tbamud.com/forum/3-building/355-dg-script-question#371
wait 1 sec
* Adjust zone to proper zone number
set zone 654
set roomvnummin %zone%00
set roomvnummax %zone%99
* if person hasn't used the key before, send to Midgaard Temple
* instead of returning.
set defaultroom 3001
* if person uses key in apartment zone, return player to last room
* out of the zone where the key was used.
if %actor.room.vnum% >= %zone%00 && %actor.room.vnum% <= %zone%99
if %actor.varexists(keychain_return_room)%
%send% %actor% You return to your previous location.
%echoaround% %actor% %actor.name% heads back out into the world.
%teleport% %actor% %actor.keychain_return_room%
%force% %actor% look
%echoaround% %actor% %actor.name% appears in the room.
else
%send% %actor% You head back out into the world.
%echoaround% %actor% %actor.name% heads back out into the world.
%teleport% %actor% %defaultroom%
%force% %actor% look
%echoaround% %actor% %actor.name% appears in the room.
end
else
eval keychain_return_room %actor.room.vnum%
remote keychain_return_room %actor.id%
%send% %actor% You head for home.
%echoaround% %actor% %actor.name% heads for home.
%teleport% %actor% %self.vnum%
%force% %actor% look
%echoaround% %actor% %actor.name% appears, heading for home.
end
%force% %actor% remove keychain
~
$~

915
lib/world/wld/211.wld Normal file
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#21100
Parna's Zone Description Room~
This area is trying to recreate the Tarot zone I built for Smaug. The
purpose is to have a way of Tarot fortune-telling online. It has been repeated
twice to allow different people to have their futures told at the same time.
It's a specialized sort of area that, in my experience, most people will stay
away from, some people will visit occasionally and a few people may visit
constantly. There is, of course, no way of telling what the ratio will be on
any given mud.
If you have diagonal exits, please remove the corner rooms and use the
diagonal exits instead.
There are a lot of triggers to try to keep people from blocking the zone.
Please adjust these to your own mud.
The food and drink in room 21102 are self replicating. For each bokolyi or
glass taken, another one appears. If you don't like this, just take them out.
This is mainly for zone testers so they won't starve or dehydrate while they're
reading the cards but it's a convenience to low-levels with no money, too.
I think it should be attached to the main town. Since Midgaard is the recall
town here, room 3121 heading north into 22001 seems like a reasonable spot with
perhaps an addition of the mention of a house to the north.
November 25, 2013 for tbamud.com - Parnassus
~
211 8 0 0 0 0
D0
This way to Tarot!
~
~
0 0 21101
S
#21101
Outside a small building~
A tidy-looking three-story building made of red brick waits invitingly for
customers. The yard is a peaceful square space with a neat picket fence
protecting the green lawn from the street while not blocking the view of the
house. Bright flowerbeds snuggle against the foot of the fence. A bright brass
sign is placed near the door.
~
211 20 0 0 0 0
D0
The door is rounded on the top instead of the usual rectangle.
~
door~
1 0 21102
E
fence picket~
It's a normal-looking, pointed-slat fence covered with fresh white paint.
The entrance is an open, oval trellis, covered with red roses.
~
E
yard~
The yard is neatly manicured, looking like a bright green carpet.
~
E
door~
The door is rounded on the top instead of the usual rectangle.
~
E
flowers flowerbeds~
Beautiful bright flowers in all colors, but mostly reds, decorate well-kept
flowerbeds.
~
E
sign brass bright~
w
w Sibyl, Esmerelda and Jaelle
w
w Tarot Readings
n
~
S
#21102
A Room For Waiting~
@R @n@n A receptionist dressed in brightly colored clothes sits at a desk,
dispensing information and appointments. The room is lined with seats. Low
tables are covered with magazines and newspapers for the entertainment of those
waiting. A few paintings decorate the walls. Doors lead in all directions. @R @n
Refreshments are available for the comfort of the clients.
~
211 8 0 0 0 0
D0
Sibyl's Office
~
door~
1 0 21110
D1
Jaelle's Office
~
door~
1 0 21150
D2
This way out.
~
door~
1 0 21101
D3
Esmerelda's Office
~
door~
1 0 21130
E
paintings~
These are the sort of pictures with a young woman standing, looking pensively
at a forest, field or ocean. She wears a long dress that blows in the wind.
Her long hair, covered with a floppy hat, blows around also.
~
E
seats~
These seats look very comfortable for a waiting room. There are nicely
padded armchairs and couches, upholstered in a tasteful flowered motif.
~
E
newspapers~
There are a few copies of today's editions of various papers, including the
Sanctus Times and the daily Sanctus. There's even a copy of your favorite
hometown paper.
~
E
magazines ~
Except for the copies of Tarot World Magazine, these mostly the same
magazines that you'd find in a doctor's office waiting room. There are issues
Reader's Digest, Sports Illustrated, Entertainment Weekly and a few other
familiar names. Are Time and Fortune here because they're popular or are they
some sort of joke?
~
S
#21103
A Brightly-Lit Corridor~
This is a bright white hallway with large representations of the cards you've
seen in the previous rooms placed at neat intervals to provide color.
~
211 220 0 0 0 0
D5
This way out. The door you came in by seems to have disappeared.
~
stair~
0 0 21102
E
representations cards pictures~
If you didn't look before but wanted to see the cards now:
http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck
~
S
#21110
Sibyl's office~
Sibyl sits behind a large table, running a deck of cards through her hands.
A large plaque is on the wall behind her and bright pictures cover the other
walls. On closer look, the pictures seem to be large representations of some of
the cards in her hands. She starts to lay the cards out in a design of a circle
and a line.
~
211 220 0 0 0 0
D2
The door is closed and can't be opened.
~
~
0 0 -1
D4
~
door stairs up~
1 0 21111
E
plaque~
Sibyl uses the Rider-Waite tarot deck in the Keltic Cross layout. If you
would like to see the cards that have been dealt to you, representations can be
found at:
http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck
~
S
#21111
This card covers~
This card is placed straight up and represents the question and the general
atmosphere that surrounds it.
~
211 220 0 0 0 0
D4
~
~
0 0 21112
S
T 21102
#21112
This card crosses~
This card is placed sideways on top of the first card. It usually shows the
forces opposing the question or a different choice that may be available.
~
211 220 0 0 0 0
D2
~
~
0 0 21113
D5
~
door backdoor~
1 0 21111
S
T 21102
#21113
This card is below~
This card is placed below the crossed cards. It shows the basis of the
question, things in the past which were leading to the question.
~
211 220 0 0 0 0
D0
~
door backdoor~
1 0 21112
D3
~
~
0 0 21121
S
T 21102
#21114
This card is behind~
This card is placed to the left of the crossed cards. It shows an influence
that was in the past but is now gone or going.
~
211 220 0 0 0 0
D0
~
~
1 0 21122
D2
~
door backdoor~
1 0 21121
S
T 21102
#21115
This card is above~
This card is placed above the crossed cards. It shows a future influence or
possibility.
~
211 220 0 0 0 0
D1
~
~
1 0 21123
D3
~
door backdoor~
1 0 21122
S
T 21102
#21116
This card is before~
This card is placed to the right of the crossed cards. It shows a future
influence or possibility. It may show a different pathway available.
~
211 220 0 0 0 0
D0
~
door backdoor~
1 0 21123
D2
~
~
0 0 21124
S
T 21102
#21117
This card shows fears~
Four cards are placed in a straight line to the right of the circle. This is
the bottom card. Any question has good points and bad points. This card shows
the fears the questioner has about the question.
~
211 220 0 0 0 0
D0
~
~
0 0 21118
D3
~
door backdoor~
1 0 21124
S
T 21102
#21118
This card shows opinions~
This card is placed above the previous card. It shows the opinions of people
close to the questioner, regarding the question.
~
211 220 0 0 0 0
D0
~
~
0 0 21119
D2
~
door backdoor~
1 0 21117
S
T 21102
#21119
This card shows hopes~
This card is placed above the previous card. It shows what the questioner
hopes from the question.
~
211 220 0 0 0 0
D0
~
~
0 0 21120
D2
~
door backdoor~
1 0 21118
S
T 21102
#21120
This card shows the outcome~
This card will be modified by the cards which came before and shows a
possible outcome of the question. All the cards must be interpreted and
considered as suggestions, not as definite lines to the future, since the future
is yet to be written. Think well before you make any decisions. Once you go
down, all cards will be cleared.
~
211 220 0 0 0 0
D0
~
~
0 0 -1
D2
~
door backdoor~
1 0 21119
D5
~
stair~
1 0 21103
S
T 21102
T 21103
#21121
South-West Corner~
Please go North to continue your reading.
~
211 8 0 0 0 0
D0
~
~
0 0 21114
D1
~
door backdoor~
1 0 21113
S
#21122
North-West Corner~
Please go East to continue your reading.
~
211 8 0 0 0 0
D1
~
~
0 0 21115
D2
~
door backdoor~
1 0 21114
S
#21123
North-East Corner~
Please go South to continue your reading.
~
211 8 0 0 0 0
D2
~
door~
0 0 21116
D3
~
door backdoor~
1 0 21115
S
#21124
South-East Corner~
Please go East to continue your reading.
~
211 8 0 0 0 0
D0
~
door backdoor~
1 0 21116
D1
~
~
0 0 21117
S
#21125
Sibyl's Private Room~
This is where Sibyl comes to rest and relax when she just needs to get away
from the stress of telling fortunes to anybody who asks. However, sometimes a
stray card ends up here.
~
211 220 0 0 0 0
S
#21130
Esmerelda's office~
Esmerelda sits behind a large table, running a deck of cards through her
hands. A large plaque is on the wall behind her and bright pictures cover the
other walls. On closer look, the pictures seem to be large representations of
some of the cards in her hands. She starts to lay the cards out in a design of
a circle and a line.
~
211 220 0 0 0 0
D2
The door is closed and can't be opened.
~
~
0 0 -1
D4
~
door~
1 0 21131
E
plaque~
Esmerelda uses the Rider-Waite tarot deck in the Keltic Cross layout. If you
would like to see the cards that have been dealt to you, representations can be
found at:
http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck
~
S
#21131
This card covers~
This card is placed straight up and represents the question and the general
atmosphere that surrounds it.
~
211 220 0 0 0 0
D4
~
door~
1 0 21132
S
T 21102
#21132
This card crosses~
This card is placed sideways on top of the first card. It usually shows the
forces opposing the question or a different choice that may be available.
~
211 220 0 0 0 0
D2
~
door~
1 0 21133
D5
~
door~
1 0 21131
S
T 21102
#21133
This card is below~
This card is placed below the crossed cards. It shows the basis of the
question, things in the past which were leading to the question.
~
211 220 0 0 0 0
D0
~
door~
1 0 21132
D3
~
door~
1 0 21141
S
T 21102
#21134
This card is behind~
This card is placed to the left of the crossed cards. It shows an influence
that was in the past but is now gone or going.
~
211 220 0 0 0 0
D0
~
door~
1 0 21142
D2
~
door~
1 0 21141
S
T 21102
#21135
This card is above~
This card is placed above the crossed cards. It shows a future influence or
possibility.
~
211 220 0 0 0 0
D1
~
door~
1 0 21143
D3
~
door~
1 0 21142
S
T 21102
#21136
This card is before~
This card is placed to the right of the crossed cards. It shows a future
influence or possibility. It may show a different pathway available.
~
211 220 0 0 0 0
D0
~
door~
1 0 21143
D2
~
door~
1 0 21144
S
T 21102
#21137
This card shows fears~
Four cards are placed in a straight line to the right of the circle. This is
the bottom card. Any question has good points and bad points. This card shows
the fears the questioner has about the question.
~
211 220 0 0 0 0
D0
~
door~
1 0 21138
D3
~
door~
1 0 21144
S
T 21102
#21138
This card shows opinions~
This card is placed above the previous card. It shows the opinions of people
close to the questioner, regarding the question.
~
211 220 0 0 0 0
D0
~
door~
1 0 21139
D2
~
door~
1 0 21137
S
T 21102
#21139
This card shows hopes~
This card is placed above the previous card. It shows what the questioner
hopes from the question.
~
211 220 0 0 0 0
D0
~
door~
1 0 21140
D2
~
door~
1 0 21138
S
T 21102
#21140
This card shows the outcome~
This card will be modified by the cards which came before and shows a
possible outcome of the question. All the cards must be interpreted and
considered as suggestions, not as definite lines to the future, since the future
is yet to be written. Think well before you make any decisions. Once you go
down, all cards will be cleared.
~
211 220 0 0 0 0
D2
~
door~
1 0 21139
D5
~
stair~
1 0 21103
S
T 21103
T 21102
#21141
South-West Corner~
Please go North to continue your reading.
~
211 8 0 0 0 0
D0
~
~
1 0 21134
D1
~
~
1 0 21133
S
#21142
North-West Corner~
Please go East to continue your reading.
~
211 8 0 0 0 0
D1
~
~
1 0 21135
D2
~
~
1 0 21134
S
#21143
North-East Corner~
Please go South to continue your reading.
~
211 8 0 0 0 0
D2
~
~
1 0 21136
D3
~
~
1 0 21135
S
#21144
South-East Corner~
Please go East to continue your reading.
~
211 8 0 0 0 0
D0
~
~
1 0 21136
D1
~
~
1 0 21137
S
#21145
Esmerelda's Private Room~
This is where Esmerelda comes to rest and relax when she just needs to get
away from the stress of telling fortunes to anybody who asks. However,
sometimes a stray card ends up here.
~
211 220 0 0 0 0
S
#21150
Jaelle's office~
Jaelle sits behind a large table, running a deck of cards through her hands.
A large plaque is on the wall behind her and bright pictures cover the other
walls. On closer look, the pictures seem to be large representations of some of
the cards in her hands. She starts to lay the cards out in a design of a circle
and a line.
~
211 220 0 0 0 0
D2
The door is closed and can't be opened.
~
~
0 0 -1
D4
~
door~
1 0 21151
E
plaque~
Jaelle uses the Rider-Waite tarot deck in the Keltic Cross layout. If you
would like to see the cards that have been dealt to you, representations can be
found at:
http://en.wikipedia.org/wiki/Rider-Waite_tarot_deck
~
S
#21151
This card covers~
This card is placed straight up and represents the question and the general
atmosphere that surrounds it.
~
211 220 0 0 0 0
D4
~
door~
1 0 21152
S
T 21102
#21152
This card crosses~
This card is placed sideways on top of the first card. It usually shows the
forces opposing the question or a different choice that may be available.
~
211 220 0 0 0 0
D2
~
door~
1 0 21153
D5
~
door~
1 0 21151
S
T 21102
#21153
This card is below~
This card is placed below the crossed cards. It shows the basis of the
question, things in the past which were leading to the question.
~
211 220 0 0 0 0
D0
~
door~
1 0 21152
D3
~
door~
1 0 21161
S
T 21102
#21154
This card is behind~
This card is placed to the left of the crossed cards. It shows an influence
that was in the past but is now gone or going.
~
211 220 0 0 0 0
D0
~
door~
1 0 21162
D2
~
door~
1 0 21161
S
T 21102
#21155
This card is above~
This card is placed above the crossed cards. It shows a future influence or
possibility.
~
211 220 0 0 0 0
D1
~
door~
1 0 21163
D3
~
door~
1 0 21162
S
T 21102
#21156
This card is before~
This card is placed to the right of the crossed cards. It shows a future
influence or possibility. It may show a different pathway available.
~
211 220 0 0 0 0
D0
~
door~
1 0 21163
D2
~
door~
1 0 21164
S
T 21102
#21157
This card shows fears~
Four cards are placed in a straight line to the right of the circle. This is
the bottom card. Any question has good points and bad points. This card shows
the fears the questioner has about the question.
~
211 220 0 0 0 0
D0
~
door~
1 0 21158
D3
~
door~
1 0 21164
S
T 21102
#21158
This card shows opinions~
This card is placed above the previous card. It shows the opinions of people
close to the questioner, regarding the question.
~
211 220 0 0 0 0
D0
~
door~
1 0 21159
D2
~
door~
1 0 21157
S
T 21102
#21159
This card shows hopes~
This card is placed above the previous card. It shows what the questioner
hopes from the question.
~
211 220 0 0 0 0
D0
~
door~
1 0 21160
D2
~
door~
1 0 21158
S
T 21102
#21160
This card shows the outcome~
This card will be modified by the cards which came before and shows a
possible outcome of the question. All the cards must be interpreted and
considered as suggestions, not as definite lines to the future, since the future
is yet to be written. Think well before you make any decisions. Once you go
down, all cards will be cleared.
~
211 220 0 0 0 0
D2
~
door~
1 0 21159
D5
~
stair~
1 0 21103
S
T 21102
T 21103
#21161
South-West Corner~
Please go North to continue your reading.
~
211 8 0 0 0 0
D0
~
~
1 0 21154
D1
~
~
1 0 21153
S
#21162
North-West Corner~
Please go East to continue your reading.
~
211 8 0 0 0 0
D1
~
~
1 0 21155
D2
~
~
1 0 21154
S
#21163
North-East Corner~
Please go South to continue your reading.
~
211 8 0 0 0 0
D2
~
~
1 0 21156
D3
~
~
1 0 21155
S
#21164
South-East Corner~
Please go East to continue your reading.
~
211 8 0 0 0 0
D0
~
~
1 0 21156
D1
~
~
1 0 21157
S
#21165
Jaelle's Private Room~
This is where Jaelle comes to rest and relax when she just needs to get away
from the stress of telling fortunes to anybody who asks. However, sometimes a
stray card ends up here.
~
211 220 0 0 0 0
S
#21199
Purge Room~
This room is for safely purging things.
BEWARE!
Trespassers may be PURGED!
~
211 0 0 0 0 0
S
$~

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#211
Parnassus~
Tarot~
21100 21199 30 1 f 0 0 0 1 30
D 0 21102 0 2 (A Room For Waiting)
D 0 21102 1 2 (A Room For Waiting)
D 0 21102 2 1 (A Room For Waiting)
D 0 21102 3 2 (A Room For Waiting)
R 0 21102 21181 -1 (an urn filled with milk)
O 1 21181 1 21102 (an urn filled with milk)
R 0 21102 21182 -1 (a piece of bokolyi)
O 1 21182 100 21102 (a piece of bokolyi)
R 0 21102 21180 -1 (a large glass)
O 1 21180 100 21102 (a large glass)
M 0 21104 1 21102 (Ana)
M 0 21101 1 21110 (Sibyl)
D 0 21110 4 2 (Sibyl's office)
D 0 21101 0 1 (Outside a small building)
M 0 21103 1 21150 (Jaelle)
M 0 21102 1 21130 (Esmerelda)
S
$

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#653
Parnassus~
Apartment~
65300 65399 30 0
D 0 65306 2 2 (First Floor North)
D 0 65301 0 2 (The Elevator)
D 0 65397 2 1 (A Generic Sort of Building)
S
$

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#654
Parnassus~
Subdivision~
65400 65499 30 2
R 0 65412 65412 -1 (a plain keychain)
O 0 65412 100 65412 (a plain keychain)
R 0 65417 65417 -1 (a plain keychain)
O 0 65417 100 65417 (a plain keychain)
R 0 65407 65407 -1 (a plain keychain)
O 0 65407 100 65407 (a plain keychain)
R 0 65402 65402 -1 (a plain keychain)
O 0 65402 100 65402 (a plain keychain)
O 0 65400 1 65400 (graffiti)
S
$